/*************************************************************************/ /* immediate_mesh.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef IMMEDIATE_MESH_H #define IMMEDIATE_MESH_H #include "core/containers/vector.h" #include "scene/resources/mesh/mesh.h" class ImmediateMesh : public Mesh { GDCLASS(ImmediateMesh, Mesh) RID mesh; bool uses_colors = false; bool uses_normals = false; bool uses_tangents = false; bool uses_uvs = false; bool uses_uv2s = false; Color current_color; Vector3 current_normal; Plane current_tangent; Vector2 current_uv; Vector2 current_uv2; Vector colors; Vector normals; Vector tangents; Vector uvs; Vector uv2s; Vector vertices; struct Surface { PrimitiveType primitive; Ref material; bool vertex_2d = false; int array_len = 0; uint32_t format = 0; AABB aabb; }; Vector surfaces; bool surface_active = false; Surface active_surface_data; PoolVector surface_array_create_cache; const Vector3 SMALL_VEC3 = Vector3(CMP_EPSILON, CMP_EPSILON, CMP_EPSILON); protected: static void _bind_methods(); public: void surface_begin(PrimitiveType p_primitive, const Ref &p_material = Ref()); void surface_set_color(const Color &p_color); void surface_set_normal(const Vector3 &p_normal); void surface_set_tangent(const Plane &p_tangent); void surface_set_uv(const Vector2 &p_uv); void surface_set_uv2(const Vector2 &p_uv2); void surface_add_vertex(const Vector3 &p_vertex); void surface_add_vertex_2d(const Vector2 &p_vertex); void surface_end(); void clear_surfaces(); virtual int get_surface_count() const; virtual int surface_get_array_len(int p_idx) const; virtual int surface_get_array_index_len(int p_idx) const; virtual Array surface_get_arrays(int p_surface) const; virtual Array surface_get_blend_shape_arrays(int p_surface) const; virtual Dictionary surface_get_lods(int p_surface) const; virtual uint32_t surface_get_format(int p_idx) const; virtual PrimitiveType surface_get_primitive_type(int p_idx) const; virtual void surface_set_material(int p_idx, const Ref &p_material); virtual Ref surface_get_material(int p_idx) const; virtual int get_blend_shape_count() const; virtual StringName get_blend_shape_name(int p_index) const; virtual void set_blend_shape_name(int p_index, const StringName &p_name); virtual AABB get_aabb() const; virtual RID get_rid() const; ImmediateMesh(); ~ImmediateMesh(); }; #endif // IMMEDIATE_MESH_H